So What Have I Been Doing

So….it’s been a bit of time since I posted, and I am still open to/searching for work, so I’ll update this as signal that I’m still kicking around.

..so I did this

I’ve been working on actually getting experience with my game engine of choice (Bevy), and I putzed around an idea of a shooter where your bullets don’t directly destroy things, but instead mark what they hit, then you have so shoot something marked (within) some shape (in this example, a triangle) to destroy enemies.

I completely forgot that I did this last month (which was July, huh), but here is a link where you can go play it!

What I was actually working on

Well, actually shouldn’t discount that last idea, but my current project is what I actually meant to write about. It isn’t that impressive imo, but it’s more about me puting together things to work in a way I want to.

Mise-en-place

So rn Bevy doesn’t have an editor, and even for the editor planned, project creation isn’t really under purview from what I understand. This became my problem because whenever I’d want to start a new project, I was doing the whole setup from empty crate over, and over, and over. It was to the point where I essentially memorized a module for how I like to set up camera systems (it’s not large, but writing this over and over and debugging it over and over is Not Great).

I finally realized cargo-generate is a thing that I can set up once, and just re-use for new projects without having to quill-and-pen the scaffolding I personally like for a project over and over. Here it is. It is mine, and it is good. (Especially the fact that I can, y’know, update it, as bevy grows.) (Oh, and the fact that there’s an actual game flow, and pausing, and build identification just figured out and committed along with the camera system that I like, and I don’t have to memorize anymore!)

The Main Part

So this was the motivation to write all this in the first place, my current project. Using the wonderful power of cargo generate --git, I started (more like re-started) an idea I was working on a bit back: what if a 2D dungeon crawler was also a card game?

I currently don’t have a lot of the gameplay written out (honestly, now I should write a rough GDD), but what I do have is an implementation of marching squares from a (somewhat) followthrough of Sebastian Lague’s cavegen, because I want some way to randomize runs.

(I have less work that I thought I should b/c I false-started with some Voronoi jump flooding and hierarchical map system until I remembered that I’m in an ECS, I should KISS my code)

A picture is worth a thousand words, and a video is a thousand pictures (probably, I didn’t count):

Future Plans

I am working on this project (and hopefully have more of a playable slice by end-of-month). I am on the market for, um, a yob (currently based out of LA, but willing to move). But, yeah! see ya’ll (hopefullly by August 31)~